AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Weerasinghe, M.; Kljun, M.; Pucihar, K. Č.
A Cross-Device Interaction with the Smartphone and HMD for Vocabulary Learning Proceedings Article
In: L., Zaina; J.C., Campos; D., Spano; K., Luyten; P., Palanque; G., Veer; A., Ebert; S.R., Humayoun; V., Memmesheimer (Ed.): Lect. Notes Comput. Sci., pp. 269–282, Springer Science and Business Media Deutschland GmbH, 2025, ISBN: 03029743 (ISSN); 978-303191759-2 (ISBN).
Abstract | Links | BibTeX | Tags: Augmented Reality, Context-based, Context-based vocabulary learning, Cross-reality interaction, Engineering education, Head-mounted displays, Head-mounted-displays, Images synthesis, Keyword method, Mixed reality, Smart phones, Smartphones, Students, Text-to-image synthesis, Visualization, Vocabulary learning
@inproceedings{weerasinghe_cross-device_2025,
title = {A Cross-Device Interaction with the Smartphone and HMD for Vocabulary Learning},
author = {M. Weerasinghe and M. Kljun and K. Č. Pucihar},
editor = {Zaina L. and Campos J.C. and Spano D. and Luyten K. and Palanque P. and Veer G. and Ebert A. and Humayoun S.R. and Memmesheimer V.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007828696&doi=10.1007%2f978-3-031-91760-8_18&partnerID=40&md5=4ebf202715ba880dcfeb3232dba7e2c4},
doi = {10.1007/978-3-031-91760-8_18},
isbn = {03029743 (ISSN); 978-303191759-2 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Lect. Notes Comput. Sci.},
volume = {15518 LNCS},
pages = {269–282},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {Cross-reality (XR) systems facilitate interaction between devices with differing levels of virtual content. By engaging with a variety of such devices, XR systems offer the flexibility to choose the most suitable modality for specific task or context. This capability enables rich applications in training and education, including vocabulary learning. Vocabulary acquisition is a vital part of language learning, employing techniques such as words rehearsing, flashcards, labelling environments with post-it notes, and mnemonic strategies such as the keyword method. Traditional mnemonics typically rely on visual stimuli or mental visualisations. Recent research highlights that AR can enhance vocabulary learning by combining real objects with augmented stimuli such as in labelling environments. Additionally,advancements in generative AI now enable high-quality, synthetically generated images from text descriptions, facilitating externalisation of personalised visual stimuli of mental visualisations. However, creating interfaces for effective real-world augmentation remains challenging, particularly given the limited text input capabilities of Head-Mounted Displays (HMDs). This work presents an XR system that combines smartphones and HMDs by leveraging Augmented Reality (AR) for contextually relevant information and a smartphone for efficient text input. The system enables users to visually annotate objects with personalised images of keyword associations generated with DALL-E 2. To evaluate the system, we conducted a user study with 16 university graduate students, assessing both usability and overall user experience. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.},
keywords = {Augmented Reality, Context-based, Context-based vocabulary learning, Cross-reality interaction, Engineering education, Head-mounted displays, Head-mounted-displays, Images synthesis, Keyword method, Mixed reality, Smart phones, Smartphones, Students, Text-to-image synthesis, Visualization, Vocabulary learning},
pubstate = {published},
tppubtype = {inproceedings}
}
2019
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.): Intelligent Interactive Multimedia Systems and Services, pp. 24–33, Springer International Publishing, Cham, 2019, ISBN: 978-3-319-92231-7.
Abstract | Links | BibTeX | Tags: Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality
@inproceedings{caggianeseViveControllersVs2019,
title = {The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation},
author = { Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = { Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
doi = {10.1007/978-3-319-92231-7_3},
isbn = {978-3-319-92231-7},
year = {2019},
date = {2019-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services},
pages = {24--33},
publisher = {Springer International Publishing},
address = {Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {In recent years, virtual reality technologies have been improving in terms of resolution, convenience and portability, fostering their adoption in real life applications. The Vive Controllers and Leap Motion are two of the most commonly used low-cost input devices for interactions in virtual environments. This paper discusses their differences in terms of interaction design, and presents the results of a user study focusing on manipulation tasks, namely Walking box and blocks, Block tower and Numbered cubes tasks, taking into account both quantitative and qualitative observations. The experimental findings show a general preference for the Vive Controllers, but also highlight that further work is needed to simplify complex tasks.},
keywords = {Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Caggianese, Giuseppe; Gallo, Luigi; Neroni, Pietro
The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation Proceedings Article
In: Pietro, Giuseppe De; Gallo, Luigi; Howlett, Robert J.; Jain, Lakhmi C.; Vlacic, Ljubo (Ed.): Intelligent Interactive Multimedia Systems and Services, pp. 24–33, Springer International Publishing, Cham, 2019, ISBN: 978-3-319-92231-7.
Abstract | Links | BibTeX | Tags: Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality
@inproceedings{caggianese_vive_2019,
title = {The Vive Controllers vs. Leap Motion for Interactions in Virtual Environments: A Comparative Evaluation},
author = {Giuseppe Caggianese and Luigi Gallo and Pietro Neroni},
editor = {Giuseppe De Pietro and Luigi Gallo and Robert J. Howlett and Lakhmi C. Jain and Ljubo Vlacic},
doi = {10.1007/978-3-319-92231-7_3},
isbn = {978-3-319-92231-7},
year = {2019},
date = {2019-01-01},
booktitle = {Intelligent Interactive Multimedia Systems and Services},
pages = {24–33},
publisher = {Springer International Publishing},
address = {Cham},
series = {Smart Innovation, Systems and Technologies},
abstract = {In recent years, virtual reality technologies have been improving in terms of resolution, convenience and portability, fostering their adoption in real life applications. The Vive Controllers and Leap Motion are two of the most commonly used low-cost input devices for interactions in virtual environments. This paper discusses their differences in terms of interaction design, and presents the results of a user study focusing on manipulation tasks, namely Walking box and blocks, Block tower and Numbered cubes tasks, taking into account both quantitative and qualitative observations. The experimental findings show a general preference for the Vive Controllers, but also highlight that further work is needed to simplify complex tasks.},
keywords = {Head-mounted displays, Human computer interaction, Input devices, User study, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}